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The Demented One
2008-03-21, 01:19 AM
Coin’s Edge Discipline

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The Coin’s Edge discipline is a rarely practiced form of martial arts, one never taught at the Temple of Nine Swords, and thus never widely learned. The discipline was singlehandedly created by a single swordsman, a legendary master known as Uther Doul. Doul had studied ancient tomes of an esoteric form of magic known as probability magic, a mystic practice that allowed its followers to alter the flow of probability and chance, bringing things that might have been into reality. Doul was able to create what he called probability meditations, mantras a warrior could use to similarly bend probability without having to have any mastery of magic. Doul used his probability meditations to great effect. He was able to call up possible strikes, extremely accurate or damaging attacks that could have been, and bring them into reality, and to do the reverse–to force foes to use only the weakest of attacks. He eventually developed a codified martial discipline, which he called the Coin’s Edge school, relying on both these probability meditations and on a natural sense of chance, the gambler’s intuition that is key to Coin’s Edge maneuvers. The Coin’s Edge discipline’s associated skill is Profession (Gambler), as the ability to manipulate the odds to one’s advantage is essential to the discipline. The associated weapons of the Coin’s Edge discipline are the dagger, falchion, longsword, rapier, scimitar, and two-bladed sword.

Because the Coin’s Edge discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Only Swordsages can learn maneuvers from the Coin’s Edge discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Coin’s Edge discipline at character creation, you simply replace one discipline that adept could normally learn maneuvers from with the Coin’s Edge discipline.

The other way is to seek out a master of the Coin’s Edge discipline–a martial adept capable of using at least 5th-level maneuvers from the discipline–or one of the ancient texts of probability magic Uther Doul used, and to learn Coin’s Edge from that source. You must train for a month under the master, or spend a month in research, and spend 1,000 xp at the end of your training. You gain the ability to learn maneuvers from the Coin’s Edge discipline. In addition, you may exchange your maneuvers known for maneuvers of the Coin’s Edge discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. The difficulty of finding an appropriate mentor or text is left to the DM to choose.

The Demented One
2008-03-21, 01:20 AM
1st level
Ace Up The Sleeve: Strike–Make a feint using a Profession (Gambler) check.
Gambler’s Hand Stance: Stance–+1 luck bonus on one roll each round.
Mightstrike: Strike–Make two attack rolls, use lower result for +1d6 damage.

2nd level
Dire Blow: Strike–Make two attack rolls, use lower result to deal 1d3 Con damage.
Roulette Parry: Counter–Parry an attack using a Profession (Gambler) check.
Warrior’s Fate: Boost–Roll 1d20, save the result to use later.

3rd level
Accursed Blade: Strike–Curse an enemy with a successful attack.
Knave’s Luck Stance: Stance–Reroll damage rolls that resulted in a 1.
Possibility Smite: Strike–Make two attack rolls, use lower result for +4d6 damage and doubled critical threat range.
Seize the Moment: Boost–Double threat range of weapons and automatically confirm critical hits.

4th level
Ace In The Hole: Strike–Make a feint using a Profession (Gambler) check, additional effects against creatures based on their Sense Motive check.
Mightshield: Counter–Force an enemy to reroll his attack.
Scoundrel’s Luck: Boost–Make extra damage rolls after receiving a maximum result.

5th level
Chance’s Blessing: Strike–Make two attack rolls, use lower result for +6d6 damage and 1d3 Constitution damage.
Dire Blademaster’s Form: Stance–Deal +3d6 damage on critical hits, gain +5 bonus on rolls to confirm critical hits.
Flurry of Possibilities: Boost–Make two attack rolls for each attack, use the higher result.

6th level
Blade of Dire Fates: Strike–Attack deals +6d6 damage, curses target.
Moment of Chance: Counter–Reroll a saving throw or gain a luck bonus to AC.

7th level
Cast the Die: Strike–Make two attack rolls, use lower result for +8d6 damage and stunning.
Fortune’s Aegis: Counter–Replace a foe’s attack roll with a 1.

8th level
Champion of Fate: Boost–Melee attacks deal 50% extra damage.
Coinspinner’s Form: Stance–Make on reroll each round.

9th level
Strike of Limitless Possibility: Strike–Make 20 attacks, with rolls ranging from 1 to 20.

The Demented One
2008-03-21, 01:24 AM
Ace In The Hole
Coin’s Edge (Strike)
Level: Swordsage 4
Prerequisite: One Coin’s Edge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: See text

A trained Coin’s Edge master can play his opponents like he would in a game of cards, reading their strengths and attacking when they are weak, forcing them into a submissive position. As part of this maneuver, make a feint against an opponent, using a Profession (Gambler) check in place of a Bluff check. Then, make a single melee attack against that opponent, which deals an additional 4d6 damage. In addition, if that creature failed their Sense Motive check to oppose your feint, they suffer additional effects, depending on how badly they failed it. If they failed the check by less than 5, then they are flatfooted until the start of their next turn. If it failed the check by more than 5, it must make a Will save, DC 14 + your Wisdom modifier, or be shaken for 5 rounds. If it failed the check by 10 or more, it must make a Fortitude save, DC 14 + your Wisdom modifier, or be unable to take any actions for 1 round. These effects are cumulative.

Ace Up The Sleeve
Coin’s Edge (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Coin’s Edge adepts are natural gamblers, and they make use of this skill to read their opponents, trying to find the most opportune moments to strike their foes off guard. As part of this maneuver, make a feint against an opponent, using a Profession (Gambler) check in place of a Bluff check. Then, make a single melee attack against that opponent.

Accursed Blade
Coin’s Edge (Strike)
Level: Swordsage 3
Prerequisite: One Coin’s Edge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds
Saving Throw: Will partial

By meddling in the flow of probability, you can lay a potent curse on a foe, forcing only the worst of possible events on him. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, that opponent must make a Will save, DC 13 + your Wisdom modifier, or be affected by this probability curse, taking a -3 penalty on all attack rolls, ability checks, skill checks, and saving throws. This maneuver is a supernatural ability.

Blade of Dire Fates
Coin’s Edge (Strike)
Level: Swordsage 6
Prerequisite: Two Coin’s Edge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 5 rounds
Saving Throw: Will partial

Skilled blade adepts of the Coin’s edge discipline use the blade of dire fates to both strike at a foe’s body and his luck. As part of this maneuver, you make a single melee attack against an opponent, which deals an additional 6d6 damage. If the attack is successful, that opponent must make a Will save, DC 16 + your Wisdom modifier, or be affected by this probability curse, taking a -6 penalty on all attack rolls, ability checks, skill checks, and saving throws. This maneuver is a supernatural ability.

Cast the Die
Coin’s Edge (Strike)
Level: Swordsage 7
Prerequisite: Three Coin’s Edge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

You evoke supremely unlikely but greatly powerful potential attacks, twisting exotic probabilities into reality. As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack deals 5d6 extra damage. If you use the lower attack roll, the attack deals an additional 8d6 damage, and the opponent struck must make a Fortitude save, DC 17 + your Wisdom modifier, or be stunned for 1 round. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.

Champion of Fate
Coin’s Edge (Boost)
Level: Swordsage 8
Prerequisite: Three Coin’s Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round

By tapping the realities swirling around you, you can infuse your every attack with strength lent from possible attacks. Until the beginning of your next turn, each melee attack you make has any variable amount of damage dealt by it increased by one-half. This applies not only to the initial damage roll, but also to additional damage from critical hits, magic weapon special abilities, martial maneuvers, and other sources of variable damage.

Chance’s Blessing
Coin’s Edge (Strike)
Level: Swordsage 5
Prerequisite: Two Coin’s Edge maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

You weave probability with your blade, calling into reality powerful possible attacks that cruelly cut at your foe's vitals. As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack deals 4d6 extra damage. If you use the lower attack roll, the attack deals an additional 6d6 damage and the opponent must make a Fortitude save, DC 15 + your Wisdom modifier, or take 1d3 Constitution damage. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.

Coinspinner’s Form
Coin’s Edge (Stance)
Level: Swordsage 8
Prerequisite: Three Coin’s Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

This mystical blade form lets you master chance, ignoring possible events that do not suit your plan. While in this stance, you may make a single reroll of an attack roll, damage roll, ability, skill check, or saving throw each round, after seeing the results of the original roll. You use whichever result was higher.

Dire Blademaster’s Form
Coin’s Edge (Stance)
Level: Swordsage 5
Prerequisite: Two Coin’s Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The Dire Blademaster’s Form is a favored fighting style of Coin’s Edge adepts, constantly peering through probability to ensure every blow landed is life-threatening. While in this stance, you gain a +5 luck bonus on attack rolls made to confirm a critical hit. In addition, whenever you make a successful critical hit, the attack deals an additional 3d6 damage.

Dire Blow
Coin’s Edge (Strike)
Level: Swordsage 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude partial

A Coin’s Edge adept is always on the lookout for possible attacks with which to maim his foes, and this maneuver lets him make ample use of them. As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack resolves normally. If you use the lower attack roll, then the creature hit must make a Fortitude save, DC 12 + your Wisdom modifier, or take 1d3 Constitution damage. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.

Flurry of Possibilities
Coin’s Edge (Boost)
Level: Swordsage 5
Prerequisite: Two Coin’s Edge maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of turn

You fracture probability for a few moments, allowing you to choose which possible strikes you wish to call into existence. Until the end of turn, whenever you make a melee attack, you make two attack rolls, and use the higher result to determine whether or not the attack hit. If you use a strike that allows you to make multiple attack rolls for one attack, this boost does not grant you any additional rolls on that attack. This maneuver is a supernatural ability.

Fortune’s Aegis
Coin’s Edge (Counter)
Level: Swordsage 7
Prerequisite: Three Coin’s Edge maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You

The ultimate defense for a Coin’s Edge, by invoking fortune’s aegis you leave a foe with only the worst of all possible attacks to use against you. You may initiate this maneuver whenever an enemy attacks you, after they have made their attack roll. This maneuver replaces the result of their attack roll with a 1. If the new result does not exceed your AC, the attack misses. As this 1 is not a natural 1, the attack does not automatically miss. This maneuver is a supernatural ability.

Gambler’s Hand Stance
Coin’s Edge (Stance)
Level: Swordsage 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The gambler’s hand stance allows you to see at least some of the infinite strands of probability, allowing you to gather minute chances to bolster your luck. While you are in this stance, you may apply a +1 luck bonus to a single d20 roll each round, after you have seen the result of the roll. This stance is a supernatural ability.

Knave’s Luck Stance
Coin’s Edge (Stance)
Level: Swordsage 3
Prerequisite: One Coin’s Edge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

With a simple probability weave, you can seal off the weakest of possible attacks from becoming real. While in this stance, any time you roll a natural 1 on a damage roll when making a melee attack, including 1's rolled on the extra damage rolls from martial maneuvers or other abilities, you may reroll that damage roll. This stance is a supernatural ability.

Mightshield
Coin’s Edge (Counter)
Level: Swordsage 4
Prerequisite: One Coin’s Edge maneuver
Initiation Action: 1 immediate action
Range: Personal
Target: You

With this maneuver, you weave probability to shield yourself from attacking, superpositioning an attack that might have been, a possible attack which is less accurate, onto a foe’s strike. Whenever an enemy makes a melee attack against you, after they have made their attack roll, you may initiate this maneuver to force them to reroll that one attack roll, with a -2 penalty. They must use the results of the reroll to determine if the attack hits you. You may choose to initiate this maneuver after your enemy has made his attack roll. This maneuver is a supernatural ability.

Mightstrike
Coin’s Edge (Strike)
Level: Swordsage 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

The mightstrike is exemplary of the probability magic used by adepts of the Coin’s Edge discipline. Its name comes not from its strength, but the way in which it works–it calls into existence attacks that could have been, allowing its user to choose whichever is best. As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack resolves normally. If you use the lower attack roll, the attack deals an additional 1d6 damage, as you call into reality a less accurate, but more damaging potential strike. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.

Moment of Chance
Coin’s Edge (Counter)
Level: Swordsage 6
Prerequisite: Two Coin’s Edge maneuvers
Initiation Action: 1 immediate action
Range: Personal

In desperate times, a Coin’s Edge adept can pool all their luck into a single moment of chance. You may initiate this maneuver after making a saving throw or whenever you are attacked, after the attack roll is made. If you initiate it after making a save, you may reroll that save, gaining a luck bonus equal to half your initiator level on the reroll. You must abide by the results of the reroll. If you initiate it in response to being attacked, you gain a luck bonus to AC against that one attack equal to half your initiator level. However, using this maneuver leaves your chances exhausted, causing you to take a -4 penalty on all saving throws and to AC until the beginning of your next turn. You also lose any luck bonuses on saves or to AC until the beginning of your next turn. This maneuver is a supernatural ability.

Possibility Smite
Coin’s Edge (Strike)
Level: Swordsage 3
Prerequisite: One Coin’s Edge maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

A more powerful form of the mightstrike, the possibility smite maneuver allows you to draw on even more powerful possible attacks. As part of this maneuver, you make a single melee attack against an opponent. You make two attacks rolls for it, selecting which one to use. If you use the higher attack roll, the attack deals 1d6 extra damage. If you use the lower attack roll, the attack deals an additional 4d6 damage. In addition, the critical threat range of your weapon is doubled for that one attack. Possibility Smite does not stack with other affects that increase the critical threat range of a weapon. If both rolls are the same, you must reroll one until you get a different result. This maneuver is a supernatural ability.

Roulette Parry
Coin’s Edge (Counter)
Level: Swordsage 2
Initiation Action: 1 immediate action
Range: Personal
Target: You

Sometimes, the best way to block an attack is to just parry wildly, relying on your gambler’s instincts alone to guide your blade. Whenever an enemy attacks you with a melee attack, after they make their attack roll, you may initiate this maneuver. You make a Profession (Gambler) check, and replace your AC with the result of the check against that one attack. You can’t use this maneuver if you are flatfooted against the attack.

Scoundrel’s Luck
Coin’s Edge (Boost)
Level: Swordsage 4
Prerequisite: One Coin’s Edge maneuver
Initiation Action: 1 swift action
Range: Personal
Duration: 1 round

Luck calls to luck, the gamblers say, and this maneuver lets you make it come true. Any time you receive a maximum result on a damage roll until the beginning of your next turn, you may roll damage again, and add the second result to the original. If you roll maximum damage and the second roll, you may roll damage again, and so on. You may initiate this maneuver immediately after rolling maximum damage, in which case it still allows you to reroll it. This maneuver is a supernatural ability.

Seize the Moment
Coin’s Edge (Boost)
Level: Swordsage 3
Prerequisite: One Coin’s Edge maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: End of Turn

You twist probabilities, bringing into reality only the most cutting and wounding strikes. For the rest of your turn, the threat range of any melee weapon you attack with is doubled. In addition, if you threaten a critical hit with a melee weapon, the threat is automatically confirmed. This maneuver is a supernatural ability. Seize the moment does not stack with other affects that increase the critical threat range of a weapon.

Strike of Limitless Possibility
Coin’s Edge (Strike)
Level: Swordsage 9
Prerequisite: Five Coin’s Edge maneuvers
Initiation Action: 1 full-round action
Range: Melee

The ultimate art of the Coin’s Edge discipline, the strike of limitless possibility–also known as the sword of many edges or unlimited blade works–does not manifest just the best of all possible strikes, but all of them. As you make a single attack, your sword seems to become blurred, surrounded by echoes of possible strikes. You make 20 melee attacks against a single creature, but do not make attack rolls for any of them. Instead, each attack is treated as having an attack roll equal to its number in the order, and you add any other bonuses to attack rolls you may have to that number–for example, the first attack is treated as having a roll of 1, the second a roll of 2, and the last a roll of 20. In addition, you take a -5 penalty on each attack. Attacks made as part of a strike of limitless possibility do not threaten critical hits. The 1 and 20 results are not treated as a natural 1 or 20, thus, they do not automatically hit or miss, nor do they trigger results dependant on a natural 20, such as the vorpal weapon ability. This maneuver is a supernatural ability.

Warrior’s Fate
Coin’s Edge (Boost)
Level: Swordsage 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Encounter

Through mystical probability meditations, Coin’s Edge adepts can tap into a moment of chance, whether good or bad, calling on its probabilities to evoke later. When you initiate this maneuver, roll 1d20, and record the result. Once during the rest of the encounter, you may choose to, after rolling a d20, replace the result with the result from this ability, as if you had rolled it instead. However, if you roll a 20, and later substitute it, it does not count as a natural 20, and thus does not automatically hit if substituted on an attack roll, nor does it trigger results dependant on a natural 20, such as the vorpal weapon ability. You may not recover this maneuver until you discharge the stored result. This maneuver is a supernatural ability.

Level20Commoner
2008-03-21, 05:59 AM
I like the idea, but I think there are a few problems with your maneuvers. One is making the player take ranks in the Profession (gambler) skill. While Profession (sailor), Profession (miner), and Profession (siege engineer) all see limited use, the only time anyone takes Profession (gambler) is if they want to enter the 'Fatespinner' Prc. I understand why you chose that as your discipline's favored skill, but you should try and make it a skill that people can use regularly. You might tell me that Concentration for the Diamond Mind discipline is also pretty useless to martial type character, but it is conceivable that a Diamond Mind specialist might need to make a Concentration check once or twice in a campaign (outside of using his maneuvers). I also think you made all of the maneuvers that begin with 'attack twice' scale poorly. While it is nice to have maneuvers that will not ever be a complete waste, look at the following scenario. Maneuver A: Do 75 bonus damage or 0 damage. Maneuver B: Do 32 bonus damage or regular weapon damage. Which maneuver would you prefer to have? Most players will tell you 'A', and that's because they will gladly accept higher risks for greater rewards. One way you might be able to fix this problem is to change the mechanic like so. Before you roll your attack, choose 'odd' or 'even'. If you were correct in choosing whether the dice roll was an odd number or an even number, then you get X big effect. If you did not call the dice roll correctly, you instead get Y smaller effect. I hope these suggestions will be of use to you Mr. One.

The Demented One
2008-03-21, 10:30 AM
For Profession (Gambler), I don't have that much problem making characters take it. As you said, Concentration is similarly of extremely limited use - when's the last time you played a non-caster that made a Concentration check? And secondly, Profession (Gambler) has a very real use - gambling! A quick game of poker in a bar might not pay as well as adventuring, but it's quick cash.

As for the pick a die maneuvers, I think I might bump the damage a bit and give the lower roll some kind of special effect.

Level20Commoner
2008-03-22, 05:37 AM
For Profession (Gambler), I don't have that much problem making characters take it. As you said, Concentration is similarly of extremely limited use - when's the last time you played a non-caster that made a Concentration check? And secondly, Profession (Gambler) has a very real use - gambling! A quick game of poker in a bar might not pay as well as adventuring, but it's quick cash.

As for the pick a die maneuvers, I think I might bump the damage a bit and give the lower roll some kind of special effect.

Eureka! The Kensai Prc does have some uses for the Concentration skill, and in fact requires ranks in Concentration to enter at all (The facts remain the same, but at least I was able to name one instance of usefulness-- :smallsmile: ) I also thought of some other ideas you could use if you are so inclined. There is a spell called 'Cheat' from "Spell Compendium", it let's you demand a re-roll in a non-magical game of chance. I think it would be great if your first available stance allowed a disciple of coin's edge style to use this spell -at will. If you don't think the spell does enough on its own you could modify it a little to grant multiple re-rolls based on your ranks in Profession (gambler) or something along those lines. One other thing, I don't know if you liked my odds or evens idea, but you could implement an even more straight forward game of chance into your discipline if you wanted: Craps! Roll a 2d6, and get any number of increasingly powerful effects based on the risk of your wager (snake eyes and box cars are the most powerful, while luck 7 is the least powerful) What do you think?

Sstoopidtallkid
2008-03-22, 05:56 AM
Why not Sleight of Hand instead of Profession (Gambler)? It's not a perfect fit, but it at least has a non-discipline use.

Kellus
2008-03-22, 01:36 PM
Brilliant. For a lucky character, this blows Luck feats out of the water. :smallsmile:

I'm totally using this for my next martial adept.

Arbitrarity
2008-03-22, 02:30 PM
Hm. This is pretty good. Is this your third discipline? Nice!

All your multiroll attacks tell you to reroll "into" you get a different result. Should be until.

Moment of chance, while it has a drawback, still blows Diamond Defense out of the water. You get a reroll, it works on enemy attacks, and it also can be used after you roll. Prehaps a slightly higher level? (though the loss of luck bonuses may hurt more than I think).

Does seize the moment stack with keen/improved critical? If so, is it the normal 2*2 = 3?

Does Strike of limitless possibility threaten? If so, how do the confirmation rolls work?

If seize the moment stack with keen for *3
Seize the Moment + Strike of limitless probability + keen falchion + Knave's Luck + Scoundrel's Luck (dual boost) For teh lulz.

I need more damn D4's! (That's... 9 critical hits and possibly 11 normal hits, for a maximum total of 58d4, with rerolls on 1's, and exploding dice. Which means 19 2's, 19 3's, about 19 4's, followed by another 19 dice, for about 6 2's, 6 3's, and 6 4's, for another 6 dice, etc. This makes about 248 damage before any extra dice, or str/power attack. Flaming, for example, would add about 75 average damage.

Hm, that would be... nasty. (whoops, error in error correction, durr)

If seize the moment doesn't stack, then replace it with Inferno Blade. Because 20 attacks with +3d6+20 fire damage is pain. (however, you can duplicate this with some difficulty anyways)

smart thog
2008-03-22, 03:28 PM
Hm. This is pretty good. Is this your third discipline? Nice!

All your multiroll attacks tell you to reroll "into" you get a different result. Should be until.

Moment of chance, while it has a drawback, still blows Diamond Defense out of the water. You get a reroll, it works on enemy attacks, and it also can be used after you roll. Prehaps a slightly higher level? (though the loss of luck bonuses may hurt more than I think).

Does seize the moment stack with keen/improved critical? If so, is it the normal 2*2 = 3?

Does Strike of limitless possibility threaten? If so, how do the confirmation rolls work?

If seize the moment stack with keen for *3
Seize the Moment + Strike of limitless probability + keen falchion + Knave's Luck + Scoundrel's Luck (dual boost) For teh lulz.

I need more damn D4's! (That's... 9 critical hits and possibly 11 normal hits, for a maximum total of 58d4, with rerolls on 1's, and exploding dice. Which means 19 2's, 19 3's, about 19 4's, followed by another 19 dice, for about 6 2's, 6 3's, and 6 4's, for another 6 dice, etc. This makes about 248 damage before any extra dice, or str/power attack. Flaming, for example, would add about 75 average damage.

Hm, that would be... nasty. (whoops, error in error correction, durr)

If seize the moment doesn't stack, then replace it with Inferno Blade. Because 20 attacks with +3d6+20 fire damage is pain. (however, you can duplicate this with some difficulty anyways)

You couldn't pull that off. Both Scoundrels luck and seize the moment are swift actions, which you only get one of per turn.

Arbitrarity
2008-03-22, 03:31 PM
Did you note the (Dual Boost)? Swordsage's 3/day 20'th level capstone of awesome. You get to use two boosts at the same time.

RKV might be able to do it as well, but then you're getting into the stupid range (esp with Nightsticks). (Belt of Battle! I recover my manuvers! Quicksilver Motion! I switch belts! Belt of Battle! I do the same attack I did prior in the round!)

smart thog
2008-03-22, 03:43 PM
Did you note the (Dual Boost)? Swordsage's 3/day 20'th level capstone of awesome. You get to use two boosts at the same time.

RKV might be able to do it as well, but then you're getting into the stupid range (esp with Nightsticks). (Belt of Battle! I recover my manuvers! Quicksilver Motion! I switch belts! Belt of Battle! I do the same attack I did prior in the round!)

Whoops I missed that.

The Demented One
2008-03-22, 05:20 PM
All your multiroll attacks tell you to reroll "into" you get a different result. Should be until.
Thanks for pointing that out.


Moment of chance, while it has a drawback, still blows Diamond Defense out of the water. You get a reroll, it works on enemy attacks, and it also can be used after you roll. Prehaps a slightly higher level? (though the loss of luck bonuses may hurt more than I think).
I've nerfed it, making the bonus only half your initiator level. Hopefully that should work.


Does seize the moment stack with keen/improved critical? If so, is it the normal 2*2 = 3?
Nope.


Does Strike of limitless possibility threaten? If so, how do the confirmation rolls work?
I've stuck a clause in there that makes it never threaten. Just a rapier and Improved Critical provide plenty of reason to disallow that.

Arbitrarity
2008-03-22, 07:18 PM
Aww, I liked my falchion of doom :smallfrown:

Moment of chance is probably perfect now.

Variable damage for champion of fate means dice, correct? That was never clear to me.
The multiroll attacks look almost underpowered, compared to other manuvers, sorta. Though prehpas not; they are tricky to compare properly.

How does flurry of possibilities interact with, say, Cast the Die?


Knave's luck is better balanced than I previously thought: It adds 0.5 average damage/die. If you roll a 1 on damage in Knave's Blessing, reroll, and get a 1, do you continue to reroll?


Possibility strike has a descriptor about not stacking with other critical enhancers, but it has no such effect.

IMHO, roulette parry is much weaker than Wall of Blades, though that might be to prevent the madness of the Wall (I parry your disintegrate! with a spiked chain. I parry your arrow with a spear!)

Warriors Fate is an awesome mechanic. Nice.
I need to get to work on balance troubleshooting, but it looks fairly good.

dyslexicfaser
2008-03-22, 08:29 PM
Very neat, Demented.

I'll be using a Setting Sun/Coin's Edge compulsive gambling goblin in an upcoming game, methinks.

The Demented One
2008-03-22, 08:44 PM
Variable damage for champion of fate means dice, correct? That was never clear to me.
Yup.


How does flurry of possibilities interact with, say, Cast the Die?
Flurry of Possibilities specifically says it doesn't give you extra dice for maneuvers that have you make multiple attack rolls.


If you roll a 1 on damage in Knave's Blessing, reroll, and get a 1, do you continue to reroll?
Yup.


Possibility strike has a descriptor about not stacking with other critical enhancers, but it has no such effect.
It boosts the crit range if you pick the lower die.

Arbitrarity
2008-03-22, 09:07 PM
Doh. I seem to be misreading a lot, sorry about that :smallsigh:

The Demented One
2008-03-22, 10:29 PM
Doh. I seem to be misreading a lot, sorry about that :smallsigh:
No problem. And by the way, I just got the anagram joke in your sig, and I lulz'd. Lulz'd hard.

Arbitrarity
2008-03-22, 10:30 PM
It's from the wizards boards, and it's one of those jokes you need to google to understand :smallbiggrin:

The Demented One
2008-03-22, 10:34 PM
It's from the wizards boards, and it's one of those jokes you need to google to understand :smallbiggrin:
Wikipedia is my shepherd, I shall not want.